Garthalla: Customized/Homebrewed 3.5 DnD Recruitment

Started by Zaer Darkwail, March 20, 2019, 04:55:24 PM

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Zaer Darkwail

Just for reference I months ago made a poll on starting a game of my own, polls were here and here. Overall result was custom made world with middle tier level, this case decided it to be 10th level game which will have adult/lewd stuff mixed with film noir intrigue dealing with investigation, conspiracies and social interactions. With touch of classic venture and horror elements added in as well.

Now after months of work, Garthalla is ready for it's first game run. Now it's nowhere close complete work as there is plenty room for writing and add more stuff, by myself and by players or other people interested on adding stuff into it. I gladly accept writing work from others (and commune how fit it into setting as it is).

Also the linked material anyone can freely use in non-financial/unprofitable manner with my permission. This setting uses also heavily my DnD Classes Homebrewed rules (and also templates from there like high elves).

So without further ado here comes chargen rules in detail (as warning this game uses lots custom/homebrew rules so it's not beginner friendly any manner so sorry for that :P);

Level: 10
Stats: 4d6 (drop lowest) x 12 times and pick 6 best rolls from them (deliver rolls to me, my roll ID is 14 and use 'Garthalla Stats' as a name)
HP: Full first level, then half + 1 + con modifier (wizard gets 4 first level and then 3 HP per level when not counting con mod)
Alignment: Any (must get along with other people despite alignment given)
Races: Any from official 3.5 sources or from Garthalla or homebrew templates
Classes: Any official 3.5 material or my homebrew stuff (my homebrew stuff overwrites a lot of stuff)
Sources: I do not own Lord of Madness or books detailing extreme environments (Sandstorm etc) books but much everything else I do own and approve (all complete series, all race series, MIC, Spell Compendium, lots Faerun and Eberron books), only banned material is from Book of Exalted Deeds/Vile Darkness.
Feats: Following pathfinder formula; every odd level (1, 3, 5, 7 etc) gives a feat
Flaws: Only one which makes sense (no melee attack flaw to pure caster or ranged char example)
Wealth: You have 40,000gp, max half of wealth to any single item (crafters can only craft up to 50% additional wealth amount so their gear may have total full gp price value of 60,000gp), allow combining max 3 items to single item with usual item merging rules from DMG.

Notes: You can belong to any organizations but ranking wise need discussed in detail. In case of adventuring guild player needs pay the trial expenses from starting wealth (as trials and rank give benefits and titles which give boosts). Their char gen it needs more discussed in detail 'what deeds/quests' they did to earn ranks as deeds and quests heavily influence available titles (and rewards from them). As note discounts or rewards based on purely ranks alone (like gold ranks get free enchant) come in effect after wealth has been spend. With this in mind maximum rank players can start with is platinum tier in adventuring guild (for 12,000gp).

If got questions of feat or PrC how they work in Garthalla setting I can reply soon as I can, but I recommend warmly you read the Garthalla thread for info (first post has significant info and magic lore info tells lot about how classes are viewed and seen). Races section gives idea where races are placed. But if I haven't listed a race in there it does not mean it's not allowed; it just means I had not yet thought place for them and it can be discussed.

Number of Players: Not going for crazy numbers, so minimize this testing game for max six players (preferring minimum of 4). Other GM's can take a go with setting and give input to me (but please make separated recruit threads :P).

Application format (no full sheets unless you have time to do so, typed or mythweavers fine for me)

[float=right][img height=250]IMAGE URL HERE[/img][/float]
[b]Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Description:[/b] (besides what pic provides or is same)
[b]Biography:[/b] (much as you want but if going beyond 3 paragraphs use spoilers)


Recruitment Deadline: I am atm seriously busy in RL so I wait things calm down a bit, so I give this game guaranteed 1 week recruit time (but can extend to 2 weeks depending how my schedules go).

Approved Applications:

Miut (female cat hengeyokai bardic paladin) = Miut's Journey Begins
Asanji Kumiko (female ninja) = Kumiko's odd delivery job
Delaiah (female alluran healer) = Healer trapped in mirror
Sasha (female alluran lustbound sorceress, Ovan as master) = Boom in baths
Eladrian Silvertongue (male moon elf bladesinger) = Tournament
Ovan (mechanized life male human bard) = Boom in baths
Maya Kritri (female changeling shadow wizard) = Trickster's Shard
Sir Aeldrik Arneson of Calandor (human male knight) = Mystery of abandoned village
Gaia (female? warforge druid) = Awakening
Feng Mien (female xeph druid/crystal singer) = Story about a dagger
Aramis Silverscale (male human wizard/arcane order)= Mystery of the scroll
Dask (male changeling wizard/conjurer) = Dask's Discovery
Nethali (lesser aasimar with fey/fiend who is druid/planar shepherd, City of Sin performer) = Summoned desires

Sain

PM box is open. So is my discord: Sain#5301

Zaer Darkwail

Quote from: Sain on March 20, 2019, 05:04:35 PM
No regular point buy array after all ;D?

Not this time, have used it lot of times but now decided go by my live tabletop rules.

Kimera

Oh level 9. That will require some adjustments to my plant druid idea, since it only gets plant forms at level 10

Sain

Meh, rolls kinda scrapped the build. Back to drawing board.
PM box is open. So is my discord: Sain#5301

Zaer Darkwail

Quote from: Kimera on March 20, 2019, 05:11:06 PM
Oh level 9. That will require some adjustments to my plant druid idea, since it only gets plant forms at level 10

Ah, reminds me I had to put this to 10 level as there was equal votes for higher and lower level games. So very middle range level. Starting level adjusted.

Zaer Darkwail

Quote from: Sain on March 20, 2019, 05:13:39 PM
Meh, rolls kinda scrapped the build. Back to drawing board.

Well, you got one 18 and most rest as 13. Not horrible.

Sain

Quote from: Zaer Darkwail on March 20, 2019, 05:16:03 PM
Well, you got one 18 and most rest as 13. Not horrible.

They're alright, but not exactly material for the MAD gish build :P
PM box is open. So is my discord: Sain#5301

Kimera

I ended up with 17, 16, 16, 15, 15, 13. Pretty good actually

Laughing Hyena

#9
Howdy folks. It's been some time to be intrigued. I will however have to do some heavy reading up on this before thinking to fully commit. So far however I feel quite optimistic about this.

I did roll up and it wasn't such a bad roll. Pretty average for the 4d6 drop lowest method, I think. And then I saw I could roll 12 times and keep the best six. Still didn't make that much of a difference but it's easy to see why these guys are heroes. Holy shit thats a lot of good scores.

17, 15, 15, 15, 14, 12


PaleEnchantress

I am stating my interests I will have something up later. I have a certain archetype I tend to play so you know what to expect as far as that goes
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Azuresun

#11
Hmm, provisionally interested, but need to read up on the world a bit first. There's a lot of interesting stuff here!


Laughing Hyena

Honestly I am kind of overwhelmed by everything at this point in time. I went from start to finish on this campaign setting and I admit to being impressed but like I said, a touch in over my head. Mostly because theres a good number of ideas in my head. Im fascinated by Truespeak, Shadows and Necromancy seem like they are shades of grey almost and a lot of notably good aligned tropes are twisted and corrupted over time with very few bastions of heroism standing the test of time in this campaign setting. An culture of technical marvels, a fanatical kingdom of xenophobic humans with a touch of heavy metal, kings and queens whom refuse to step down, whom can completely dominate subjects or alter their nature. Christ in heaven, I dunno where to start for a good origin story to event try and buck the trends.

Bear in mind this isn't a bad thing. I'm just impressed that there is so much here.


Muse

  What a perfect time to start a new Zaer game! 

I need to read up, Zaer, but I'm very interested!   

  (Hopefully in some sort of abjurant champion!) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Laughing Hyena

Quote from: Muse on March 20, 2019, 11:31:07 PM
  What a perfect time to start a new Zaer game! 

I need to read up, Zaer, but I'm very interested!   

  (Hopefully in some sort of abjurant champion!)

Well I was going to be a wizard of some sort. Like a true word speaker or necromancer. But I can adapt and be flexible for other peoples characters. No big deal. ^_^

Muse

  A focused wizard, hyena?  I usually go generalist with concepts like that. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Laughing Hyena

I can agree but at the moment theres so many potential ideas in my head that I honestly cannot decide on something.

Zaer Darkwail

Quote from: Laughing Hyena on March 20, 2019, 07:56:44 PM
Honestly I am kind of overwhelmed by everything at this point in time. I went from start to finish on this campaign setting and I admit to being impressed but like I said, a touch in over my head. Mostly because theres a good number of ideas in my head. Im fascinated by Truespeak, Shadows and Necromancy seem like they are shades of grey almost and a lot of notably good aligned tropes are twisted and corrupted over time with very few bastions of heroism standing the test of time in this campaign setting. An culture of technical marvels, a fanatical kingdom of xenophobic humans with a touch of heavy metal, kings and queens whom refuse to step down, whom can completely dominate subjects or alter their nature. Christ in heaven, I dunno where to start for a good origin story to event try and buck the trends.

Bear in mind this isn't a bad thing. I'm just impressed that there is so much here.

Thank you for compliments, intent was lots of details and shades of gray and bring forth less seen/used 3.5 material (shadow magic, true speak, incarnum etc). Weave it into part of the setting intricately.

One reason why I did not write prequel story elements out as I give people freedom explore and write what chars they want to play in setting and then I work how their chars wound up together and get mixed a intrigue based story.

Quote from: Elven Sex Goddess on March 20, 2019, 08:27:21 PM

Umh, you perhaps missed my custom modified monster info section where is details on goblins; as now in my setting the goblins are more similar to goblins in Goblin Slayer anime series in sense that they have no female goblins whatsoever (all were magically wiped out). So they rape other races women to procreate (and are capable evolving more powerful forms).

But if you were inspired by the picture, you could play a halfling or gnome who thanks deep connection to nature/sylvan stuff has turned green in color.

Miroque

Well.. I got nice spread of rolls

Rolls

133123   Zaer Darkwail   2019-03-21 02:10:48   At 2019-03-21 02:10:48, Miroque (uid: 24115) rolls: 4d6k3 Result: 15
133122   Zaer Darkwail   2019-03-21 02:10:37   At 2019-03-21 02:10:37, Miroque (uid: 24115) rolls: 4d6k3 Result: 14
133121   Zaer Darkwail   2019-03-21 02:10:28   At 2019-03-21 02:10:28, Miroque (uid: 24115) rolls: 4d6k3 Result: 13
133120   Zaer Darkwail   2019-03-21 02:10:15   At 2019-03-21 02:10:15, Miroque (uid: 24115) rolls: 4d6k3 Result: 12
133119   Zaer Darkwail   2019-03-21 02:10:00   At 2019-03-21 02:10:00, Miroque (uid: 24115) rolls: 4d6k3 Result: 15
133118   Zaer Darkwail   2019-03-21 02:09:49   At 2019-03-21 02:09:49, Miroque (uid: 24115) rolls: 4d6k3 Result: 14
133117   Zaer Darkwail   2019-03-21 02:09:37   At 2019-03-21 02:09:37, Miroque (uid: 24115) rolls: 4d6k3 Result: 14
133116   Noone or Anyone   2019-03-21 02:09:19   At 2019-03-21 02:09:19, Miroque (uid: 24115) rolls: 4d6k3 Result: 9
133115   Noone or Anyone   2019-03-21 02:09:06   At 2019-03-21 02:09:06, Miroque (uid: 24115) rolls: 4d6k3 Result: 18
133114   Noone or Anyone   2019-03-21 02:08:53   At 2019-03-21 02:08:53, Miroque (uid: 24115) rolls: 4d6k3 Result: 13
133113   Noone or Anyone   2019-03-21 02:08:43   At 2019-03-21 02:08:43, Miroque (uid: 24115) rolls: 4d6k3 Result: 9
133112   Zaer Darkwail   2019-03-21 02:08:23   At 2019-03-21 02:08:23, Miroque (uid: 24115) rolls: 4d6k3 Result: 11
[/spoilers]



Miroque

18, 15, 15, 14, 14, 14 (pretty awesome spread to class really)

Iwe been playing with an idea of Alluran Sorceror or Bard (or healer if they can be made CHA casters). But if I go and do Alluran, would there be an PC that needs a bit better famialiar  ? :)

Kunoichi

#24
I'll be going for that Inspire Courage-focused Paladin character I mentioned in the discussion thread, though I will still have some questions about some things while putting her stats together.  I'll be small-sized and plan to focus on archery as a backup option, if that helps anyone else who's putting their character concepts together.

My highest rolls weren't as high as I'd like, but I think I can work with them.


Name: Miut
Race: Tibbit (considered in-universe to be a variant form of Cat Hengeyokai)
Class: Harmonious Knight Paladin of Freedom with ACFs 6/Crusader 1/Heartfire Fanner 3

Edit: Character sheet, now fully complete:

Miut
Harmonious Knight Paladin of Freedom with ACFs 6/Crusader 1/Heartfire Fanner 3
Description: In her humanoid form, Miut is roughly halfling-sized, with dark, purplish-black hair, light blue eyes, and tan-brown skin.  In her cat form, Miut's hair becomes a full, lustrous coat of purplish-black fur, while her light blue eyes remain the same.
Biography
Born a common street cat in the city-state of the goddess Hathor in the nation of Asgard, Miut's early life was as one might expect of a cat growing up in a culture that strongly venerates animals.  Food and shelter were never issues for her, though she was never quite pampered, either.  While unusually intelligent and unusually long-lived for a cat, there were no real outward signs of her true nature, and said true nature would only eventually show itself when she was well into her teens, during the week-long Festival of the Burning Heart that the goddess of the city held each year.

Candles, lamps and torches were lit, all around the city, and great bonfires were set up in each of the major city squares.  There was dancing and singing, plays and poetry, feasting, and especially quite a bit of alcohol being consumed.  A number of revelers were happy to share their wine with any who asked, even curious animals who approached them, and so it was a slightly tipsy little cat who, on the third day of the festival, thought that the dancers looked like they were having a great deal of fun, and jumped out from the crowd to join them.  Doing her best to mimic the movements of the other dancers, Miut was at first quite elated to find that she was swiftly becoming the center of attention.  It was only around the time the music stopped that she realized that her own body had undergone a strange transformation, that she had been able to dance so well and drawn so much attention because she now resembled the two-legged, hairless creatures whom she was accustomed to relying on for food and care.

Needless to say, in a culture that venerates animals, hengeyokai - animals capable of taking on a human form - are venerated more than most, to the point of being considered sacred beasts in most Asgardian city-states.  And so, with her own sacred nature revealed, Miut was soon taken in by the priesthood of Hathor and brought before the goddess herself.  Hathor decreed that Miut would be trained to serve in her priesthood as a sacred protector, and since none in Asgard can go against the will of their sovereign deities, Miut was trained to serve in the priesthood of Hathor as a sacred protector, a Paladin and Crusader of the goddess.

Hathor is also one of the few gods of Asgard to openly embrace an ancient Asgardian bardic tradition known as the Brotherhood of the Burning Heart, however, to the point that her priesthood and the local branch of the Brotherhood have a significant overlap in membership.  As a result, Miut's own interest in performance and the bardic arts led her to join that organization, as well, and led to her learning the secrets to fanning the passions of others into a roaring flame via her own inspiring talents.  She sought the goddess' permission to become more deeply involved with the Brotherhood's work and was granted it, and thus joined the ranks of the Heartfire Fanners, the missionary arm of the Brotherhood, dedicated to spreading the warmth of the heart's flame to all.  And thus, Miut began her travels...

hp 78 (7d10+3d6+20 HD)


Tibbit (Cat Hengeyokai)
Chaotic Good Small Monstrous Humanoid (Shapechanger)
Init +4; Senses Darkvision 60 ft; Listen +15, Spot +17
Aura Banishment 30 ft, Resolve 10 ft, Sanctity 10 ft, Bolstering Voice 60 ft
Marshal Auras 60 ft, Major Aura +2
   Minor - Motivate Charisma, Motivate Dexterity, Motivate Wisdom
   Major - Motivate Urgency, Steady Hand
Languages Common, Feline, Asgardian, Celestial, Infernal


AC 24, touch 15, flat-footed 20
Steely Resolve 5
Immune Compulsion Effects, Death Effects, Disease
Fort +14, Ref +13, Will +16; -4 vs ingested poison; +2 morale to Will, +4 morale vs fear


Speed 20 ft. (4 squares)
Ranged Mouser's Bow +16/+11 (1d6+2 force damage)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +5
Atk Options Furious Counterstrike, Power Shot, Ranged Smite Evil
Special Actions Bardic Music 9/day (Inspire Courage +3, Healing Hymn +13, Inspire Competence +3, Inspire Greatness [+3 HD, +3 attack, +2 Fort], Mimicking Song +4), Bolster Courage, Feline Transformation 1/hour (+2 Dex, -8 Str, +10 land speed, Scent, Tiny size), Furious Counterstrike +1, Grant Move Action 1/day, Inspire Courage 6/day (+1), Inspired Fight (2 feats, 4 creatures), Lay on Hands 24 hp, Magic Flare (1 level), Ranged Smite Evil 2/day, Sword of Celestia 3/day
Combat Gear
Mouser's Bow
This bow is made of fine wood and appears to be of celestial design.  Simply drawing your fingers in the air near this exceptionally crafted bow causes it to be strung with an arrow of glimmering energy.

Miut’s Mouser's Bow acts as a +2 composite longbow that accommodates a user of any Strength.  Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage.  As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures.  The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force.  When drawn, the energy bow sheds light like a torch.
   This bow blends music with every shot to deadly effect.  On Miut's turn, you can expend one daily use of her bardic music ability to gain a bonus equal to her Charisma bonus on the next attack roll and (if your attack hits) on the corresponding damage roll that you make with the bow.
   In addition, Miut can use the bow to make power shots.  To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Miut’s base attack (+9) and add this same number to the damage dealt by the bow with any attack that hits.  The penalty on attack rolls and bonus on damage rolls last until Miut’s next turn.
-15,100,
+1 Skin of Segmented Ectoplasmic Armor of Nimbleness
This silvery, translucent skin appears to surround you in a suit of segmented crystalline plates.

This skin grants Miut a +9 armor bonus.  The skin has a maximum Dexterity bonus of +5, a -5 armor check penalty, and a 25% arcane spell failure chance.  It is treated as light armor for the purpose of affecting class features and movement.  The skin's armored plates have been crafted in a mobility-enhancing segmented design, increasing the maximum Dexterity bonus by +1 above that of a normal Skin of Ectoplasmic Armor.  Further enchantment has increased the maximum Dexterity bonus by another +2 and decreased the armor check penalty by 1.
-10,300
Spells Memorized (CL 4th):
   2nd (1/day) - Fell the Greatest Foe (Spell Compendium)
   1st (2/day) - Devastating Smite, Devastating Smite (The Forge of War)
Crusader Maneuvers (IL 5th):
   Readied 5(2) - Crusader's Strike, Leading the Attack, Mountain Hammer, Stone Bones, Vanguard Strike
   Known 5 - Crusader's Strike, Leading the Attack, Mountain Hammer, Stone Bones, Vanguard Strike
   Stances 1 - Bolstering Voice (+2 morale to Will saves, +4 morale vs fear effects, to all allies in 60 ft)


Abilities STR 11(+0), DEX 17[19](+3[+4]), CON 14(+2), INT 16(+3), WIS 14(+2), CHA 16[18](+3[+4])
SQ Aura of Good, Divine Grace, Divine Health
Feats Dynamic Priest(1), Skill Focus(Diplomacy)(B), Negotiator(3), Initiate of Milil(F), Versatile Performer(5), Skill Focus(Perform[Dance])(B), Song of the Heart(B), Song of the White Raven(7), Devoted Performer(9)
Flaws Fussy (Sickened upon consuming potions, -4 to saves vs ingested poison)
Skills Balance +5(+4), Bluff +13(+17), Diplomacy +13(+26), Gather Information +3(+7), Knowledge (Religion) +9(+12), Listen +13(+15), Perform (Dance, Sing, Strings, Sexual Techniques) +13(+17, +20 Dance), Sense Motive +13(+17), Spot +13(+17); +2 racial on Spot, Jump, Escape Artist, +2 Intimidate vs Evil Outsiders, +2 on Perform when using 2 or more categories at once
Possessions combat gear plus 100 gp
Dancer's Veil of Charisma +2 -4,000
Gloves of Dexterity +2 -4,000
Everlasting Rations -350
Wand of Cure Light Wounds -750
Vestment of Many Styles -500
Heward's Hall wondrous location (Skill Focus[Perform] bonus feat) -5,000

Cat Hengeyokai (Tibbit) Racial Features
Feline Transformation At will, as a standard action, Miut can transform into a house cat. This effect is similar to the spell Polymorph but with a number of key changes.
   In cat form, Miut becomes size Tiny. Her size bonus to Armor Class and on attack rolls increases to +2, and her size bonus on Hide checks becomes +8. She gains a +10 bonus to her land speed. Miut suffers a -8 penalty to Strength (minimum 3) but gains a +2 bonus to Dexterity.
   Miut gains natural claw and bite attacks in her feline form. Her claws deal 1d2 points of damage and her bite deals 1d3 points of damage. With a full attack, she can attack twice with her claws at her full attack bonus and once with her bite with a-5 penalty. Miut does not gain additional attacks due to a high base attack bonus when in cat form.
   Miut can transform from a cat back to her humanoid form as a full-round action. She must wait 1 hour to turn back into a cat after reverting to her humanoid form.
   Miut's equipment usually transforms to become part of her cat body. She loses the benefits of any weapons, shields, armor, or robes she wears or carries. Items that require a physical apparatus to function, such as a ring or a pair of boots, shift to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits. Miut's cat form is unable to speak or use her paws to manipulate fine objects. She cannot cast spells with a verbal or somatic component, use scrolls, or otherwise activate magic items.
   While in cat form, Miut gains the scent ability.
   When slain in cat form, Miut reverts to her humanoid form after 1 round.
   Any spell that reveals the true nature of a creature under the effects of Polymorph shows the truth behind Miut's cat guise. Spells that reveal magical auras but do not penetrate a polymorph spell reveal nothing special about her in cat form.
   Aside from the changes noted here, Miut's abilities and game statistics otherwise remain the same. Note that anyone spotting her in cat form has a difficult time recognizing the feline as Hengeyokai.

Paladin Class Features

Aura of Good (Ex) The power of Miut's aura of good (see the Detect Good spell) is equal to her paladin level (6).

Inspire Courage (Su) Miut can use songs to inspire courage in her allies and herself.  As a standard action, she can sing rallying or inspiring war songs that grant all allies that hear her a +1 morale bonus on attack and damage rolls.  This effect lasts as long as she sings, and for 5 rounds afterward. This ability is usable once per day per paladin level.

Smite Evil (Su) Twice per day, Miut may attempt to Smite Evil with one normal melee attack, or with a ranged attack against a target within 30 feet.  She adds her Charisma bonus to her attack roll and deals 6 extra points of damage.  If Miut accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Bardic Music Once per day per effective Bard level, Miut can use her song or poetics to produce magical effects on those around her (usually including herself, if desired).  While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.  Each ability requires both a minimum effective bard level and a minimum number of ranks in the Perform skill to qualify; if Miut does not have the required number of ranks in at least one Perform skill, she does not gain the bardic music ability until she acquires the needed ranks.
   Starting a bardic music effect is a standard action.  Some bardic music abilities require concentration, which means Miut must take a standard action each round to maintain the ability.  Even while using bardic music that doesn't require concentration, she cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands).  When deaf, just as for casting a spell with a verbal component, Miut has a 20% chance to fail when attempting to use bardic music.  If she fails, the attempt still counts against her daily limit.
   Mimicking Song (Su) With 3 or more ranks in a Perform skill, Miut can use her music or poetics to create background noise consistent with her adventuring environment, shielding the sounds made by herself and her adventuring party as they move through dangerous areas.  She grants a +2 bonus on the Move Silently check of all allies within 30 feet (including herself).  This bonus increases by 2 for every five bard levels she has (to a maximum bonus of +10 at 20th level).  This effect lasts as long as she continues performing.
   Healing Hymn (Sp) With 3 or more ranks in a Perform skill, Miut can use her music or poetics to create an area conducive to healing.
   To be affected, an ally must be able to see and hear her perform.  The effect lasts as long as she continues performing and for 5 rounds thereafter.  An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank Miut has in the Perform skill.  This ability has no effect on spells cast from wands, scrolls, or other magic items.  This bonus is limited by the maximum caster level bonus of a curing spell.  For example, if a level 10 cleric cast cure serious while under the effect of healing hymn used by a bard with 10 ranks in perform, the cure serious spell would only cure 3d8+15 instead of 3d8+20.
   In addition, if Miut uses this ability for at least 1 minute before she and her allies retire for the night, everyone in the group heals naturally at the end of the rest as if they had completed 24 hours of best rest (thus recovering twice their character level in hit points).  If the music is interrupted, the magic of the song is lost.
   Either use of healing hymn counts as one daily use of Miut's bardic music ability.  Healing hymn lasts as long as she concentrates up to a maximum of 2 minutes.
   Inspire Courage (Su) With 3 or more ranks in a Perform skill, Miut can use song or poetics to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities.  To be affected, an ally must be able to hear Miut sing.  The effect lasts for as long as the ally hears her sing and for 5 rounds thereafter.  An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.  At 8th level, and every six effective bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th).  Inspire courage is a mind-affecting ability.
   Inspire Competence (Su) With 6 or more ranks in a Perform skill and an effective bard level of 3rd or higher, Miut can use her music or poetics to help an ally succeed at a task.  The ally must be within 30 feet and able to see and hear her.  Miut must also be able to see the ally.
   The ally gets a +2 competence bonus on skill checks with a particular skill as long as they continue to hear Miut's music.  Certain uses of this ability are infeasible.  The effect lasts as long as she concentrates, up to a maximum of 2 minutes.  Miut can't inspire competence in herself.  Inspire competence is a mind-affecting ability.
   Inspire Greatness (Su) With 12 or more ranks in a Perform skill and an effective bard level of 9th or higher, Miut can use music or poetics to inspire greatness in herself or a single willing ally within 30 feet, granting them extra fighting capability.  For every three effective levels she attains beyond 9th, she can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th).  To inspire greatness, Miut must sing and an ally must hear her sing.  The effect lasts for as long as the ally hears her sing and for 5 rounds thereafter.  A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.  The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant.  Inspire greatness is a mind-affecting ability.

Auras (Ex) Miut exerts an effect on allies in her vicinity.  She can learn to produce different effects, or auras, over the course of her career.  Miut may project one minor aura and one major aura at a time.
   Projecting an aura is a swift action.  The aura remains in effect until Miut uses a free action to dismiss it or activates another aura of the same kind (major or minor).  Miut can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before she takes her first turn.
   Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies.  Miut sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
   Unless otherwise noted, Miut's aura affects all allies within 60 feet (including herself) who can hear her.  An ally must have an Intelligence score of 3 or higher and be able to understand Miut's language to gain the bonus.  Her aura is dismissed if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies.
   All bonuses granted by Miut's auras are circumstance bonuses that do not stack with each other.
Minor Aura: A minor aura lets allies add Miut's Charisma bonus (+4) to certain rolls.
   Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
   Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
   Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Major Aura Miut can project a major aura in addition to her minor aura. This major aura lets allies add +1 to certain rolls.  This bonus improves by +1 at 7th, 14th, and 20th level.
   Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 times the amount of bonus the aura provides.
   Steady Hand: Bonus on ranged attack rolls.


Skill Focus (Diplomacy) Because Miut has a way with people, she gains this feat as a bonus feat.

Divine Grace (Su) Miut gains a bonus equal to her Charisma bonus on all saving throws.

Lay on Hands (Su) Miut can heal wounds (her own or those of others) by touch.  Each day she can heal 24 hit points of damage.  Miut may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once.  Using lay on hands is a standard action.
   Alternatively, Miut can use any or all of this healing power to deal damage to undead creatures.  Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity.  Miut decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Resolve (Su) Miut is immune to compulsion effects.  Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.  This ability functions while Miut is conscious, but not if she is unconscious or dead.

Divine Health (Ex) Miut is immune to all diseases, including supernatural and magical diseases.

Aura of Sanctity (Su) Miut is immune to death effects.  Each ally within 10 feet of her gains a +4 morale bonus on saving throws against death effects.  This ability functions while Miut is conscious, but not if she is unconscious or dead.

Grant Move Action (Ex)Miut can direct and motivate her allies to act immediately.  Once per day, as a standard action, she may grant an extra move action to any or all of her allies within 30 feet (but not to herself ).  Each of the affected allies takes this extra move action immediately, acting in their current initiative order.  This extra action does not affect the allies' initiative count; the round continues normally after Miut's turn is over.  (This may mean, for example, that an ally whose initiative count immediately follows Miut's may get an extra move action from her, followed directly by a full round worth of actions on the ally's turn.)
   A character can take only one extra move action per round.  (In other words, two Paladins can't use this ability on the same ally in the same round.)  If an ally chooses not to take the extra move action, it is lost.

Sword of Celestia (Sp) One of the seven sacred Hathors has crafted a mighty longbow for Miut, which she named the Mouser's Bow.  Miut can summon the weapon to her hand or return it to its resting place in the celestial forges as a free action, and she can call it to her hand even if it is not in its resting place (such as if she has been disarmed).  She may call this weapon 3 times per day.
   The longbow is of intricate and unearthly beauty, although Miut is bound by oath never to sell the bow or give it to any other creature (even to loan it to a friend).  The bow began as a +1 weapon of its kind.  It overcomes damage reduction as if it were good aligned and cure spells and other healing magic repair damage to it as if it were a living creature.  Miut may expend gold and XP to enhance the weapon as if she had the Craft Magic Arms and Armor feat (on top of what the weapon is through this ability), and has already done so.
   If the longbow is ever destroyed, another of the seven sacred Hathors crafts her a new weapon, presenting it to her a year and a day after her previous weapon was destroyed.  She can choose a new kind of weapon or the same kind.

Aura of Banishment An aura of banishment surrounds Miut to a distance of 30 feet.  Only evil outsiders can feel the aura and suffer from its effects.  No evil outsider with fewer Hit Dice than Miut's paladin level (6) can be summoned into this area, nor can such creatures use summoning or teleporting effects.
   In addition, the aura grants her a +2 bonus on Intimidate checks against evil outsiders.

Crusader Class Features

Steely Resolve (Ex) Miut's supreme dedication and intense focus allows her to temporarily set aside the pain and hindering effects of injuries.  When an opponent strikes her, the injury does not immediately affect her.  She has a delayed damage pool that allows her to forestall the effects of many injuries.  This pool begins at 0 with each encounter.  When she is attacked, any hit point damage the blow deals is added to her delayed damage pool.  At the end of her next turn, she takes damage equal to the total stored in her delayed damage pool, which then resets to 0.  Any healing she receives can either increase her current hit point total as normal or reduce the total damage in her delayed damage pool.  When she receives healing, she chooses whether it affects her damage pool, her hit points, or both (she can split the amount of healing as she wishes).  Special effects tied to an attack, such as energy drain, stun, and so forth, still affect her as normal, and their effects are not delayed by this ability.  Her delayed damage pool can hold up to 5 points of damage.  Any damage beyond that comes off her hit points as normal.

Furious Counterstrike (Ex) Miut can channel the pain of her injuries into a boiling rage that lets her lash out at her enemies with renewed vigor and power.  Each attack that strikes her only pushes her onward to greater glory.  During her turn, she gains a bonus on attack rolls and damage rolls equal to the current value of her delayed damage pool divided by 5, and rounding down (minimum +1).  She can only gain a maximum bonus on attack rolls and damage rolls of +1 from furious counterstrike.   This ability’s benefits last until the end of her turn.

Heartfire Fanner Class Features

Bardic Music Miut's heartfire fanner class levels count as effective bard levels for all bardic music calculations, including the number of uses of bardic music available per day.  Miut does not gain additional bardic music abilities as she advances in heartfire fanner levels.

Inspired Fight (Su) With 11 ranks in Perform, Miut can ignite a martial passion even beyond the ken of normal bardic inspiration by stirring the hearts of warriors already heady with battle.
   This ability confers bonus feats upon an allied subject within 30 feet of Miut.  The target is free to choose which feats they receive from the feats she possesses or the fighter class bonus feat list.  The target must meet all prerequisites to receive the feats, although they can use one bonus feat as a prerequisite for another.
   Miut bestows a number of bonus feats equal to the number indicated in Heartfire Fanner advancement table.
   For every three character levels Miut has, she can bestow bonus feats to one additional creature.  Each inspired creature may select their own feats.  She must perform her bardic music for round and the targets must hear her before they gain the bonus feats.  The feats remain for as long as she sings and for 5 rounds thereafter.  This is a mind-affecting ability.  Unlike other bardic songs, Miut cannot use this ability on herself; she can only inspire others with it.  Inspired fight is considered bardic music, so using this ability takes up one use of her bardic music ability for the day.

Magic Flare (Su) With 12 or more ranks in Perform, Miut learned to inspire spellcasters to excel beyond their own limitations by unlocking their passion for their craft.
   By performing for round as a standard action, Miut can inspire one allied spellcaster within 30 feet, imbuing the spellcaster's next spell cast with a metamagic feat that the spellcaster possesses.  The spell must be cast within one round per heartfire fanner level (3) to gain the benefit of magic flare.  The altered spell does not take up a higher-level spell slot for the spellcaster, nor does a spontaneous caster (like a sorcerer or bard) require a full-round action to cast the spell affected by magic flare.
   Miut can only allow a spellcaster to improve a spell with a metamagic feat that alters a spell's level up to the number indicated on the Heartfire Fanner Advancement table.
   A spellcaster targeted with magic flare still can't cast an altered spell at a level higher than they could normally cast a metamagic spell.
   Magic flare is considered bardic music, so using this ability takes up one of Miut's uses of bardic music for the day.  Miut can target herself with magic flare.

Bolster Courage (Su) With 13 or more ranks in Perform, Miut can strengthen the resolve of an ally benefiting from her inspire courage ability.  When Miut uses the inspire courage bardic music ability, she can choose one ally currently under the effects of that ability to receive a +2 bonus to attack rolls and Armor Class in addition to the normal bonuses associated with inspire courage.  Use of this ability does not take up a use of her bardic music ability for the day.  Miut cannot target herself with bolster courage.